Aspiring Sorcerer
A sorcerous squad leader with dangerous control powers.
Threat File — Aspiring Sorcerer
TR 11 · Traitor AstartesSaves: Willpower +9, Toughness +8
Proficiencies: Lore +8, Command +6
Hand on the Strings. While the aspiring sorcerer is conscious, allied Rubricae within 60 feet fight at full coordination; when he falls, they slow, acting only every other round.
Warded Aspirant. The sorcerer has Advantage on saves against psychic effects, and once per scene he may deflect a psychic effect targeting him to a point within 30 feet. If he rolls a natural 1 on an attack roll with a psychic action, the warp bites back: he takes 2d6 warp damage and his next action is at Disadvantage.
Hungry for Ascension. When an enemy psyker within 60 feet suffers Perils of the Warp, the sorcerer regains 10 Vitality and gains Advantage on his next action.
Bolt of Change. Ranged Attack: +9 to hit, range 90 ft., one target. Hit: 2d10 + 4 warp damage. On a critical hit, the target twists with a minor mutation and suffers Corruption exposure.
Weave the Volley. The sorcerer directs his Rubricae: one allied rubric marine within 60 feet immediately makes an Inferno Bolter attack outside its turn.
Glimpse Unmade. One enemy within 60 feet makes a Willpower Save DC 15 or becomes Frightened and Exposed until the end of its next turn as the sorcerer shows it a future without it in it.
Ward the Strings. When an attack targets an allied rubric marine within 30 feet, the sorcerer may flare its wards, granting it +2 Defense against that attack.
Morale: Withdraws when the plan requires it and fights when ambition outweighs sense; he is brave exactly as far as advancement demands.
Tactics: Keep him screened behind his Rubricae and spend his actions on control and coordination before direct damage. He duels enemy psykers eagerly — it is how he gets promoted. When he falls, let the players feel the squad's machinery seize.
Loot / Evidence / Hooks: His grimoire-fragments annotate the cabal's ritual in his own ambitious hand — including the parts his masters did not teach him.
Enemy Dossier
GM ReferenceAn Aspiring Sorcerer is a squad-leading psyker of Tzeentch, half warrior and half conduit, directing dust-bound marines while working changes on the battlefield. His ambition is the most dangerous thing in his arsenal.
Use this enemy as the will behind a Rubric squad — the piece the party must remove to win, protected by the pieces they must survive to reach.
High durability, psychic attacks and battlefield control, commands Rubricae, Corruption pressure, Perils risk, force collapses partially when he falls.
Hand on the Strings. While he acts, allied Rubricae within 60 feet fight at full coordination; his death slows them.
Warded Aspirant. Advantage on saves against psychic effects; once per scene, deflects a psychic attack into a nearby zone.
Hungry for Ascension. When an enemy psyker within 60 feet suffers Perils, he regains vigor and gains Advantage on his next action.
Bolt of Change. Ranged psychic attack; a critical hit twists the target with a minor mutation and Corruption exposure.
Weave the Volley. Directs his Rubricae: one may immediately fire outside its turn.
Glimpse Unmade. One enemy makes a Willpower Save or is Shaken and Exposed as he shows them a future without them in it.
Morale: Withdraws when the plan requires it and fights when ambition outweighs sense; he is brave exactly as far as advancement demands.
Tactics: Keep him screened behind his Rubricae and spend his actions on control and coordination before direct damage. He duels enemy psykers eagerly — it is how he gets promoted. When he falls, let the players feel the squad's machinery seize.
Full Stat Block Priority: High